Draws the placements resolveTerrainGraphics resolves - the renderer half of [terrain_graphics]
that the rule pass deliberately leaves to a caller.
It is one Sprite2D per placement, added in layer order (a stable sort, so placements sharing a
layer keep the order the rule pass emitted, which is its row-major walk). That is what makes a
rule's multi-cell art one rule's images at their own offsets rather than something TileMap's
one-sprite-per-cell grid would have to hold, and what lets a rotated or probabilistic rule vary
how a transition looks without the layer knowing any of that.
Z-order between this layer and the rest of a scene is the caller's, as it is for Halo: add the
layer before a unit to sit terrain under it, or after to overlay.
Draws the placements
resolveTerrainGraphicsresolves - the renderer half of[terrain_graphics]that the rule pass deliberately leaves to a caller.It is one
Sprite2Dper placement, added inlayerorder (a stable sort, so placements sharing a layer keep the order the rule pass emitted, which is its row-major walk). That is what makes a rule's multi-cell art one rule's images at their own offsets rather than somethingTileMap's one-sprite-per-cell grid would have to hold, and what lets a rotated or probabilistic rule vary how a transition looks without the layer knowing any of that.Z-order between this layer and the rest of a scene is the caller's, as it is for
Halo: add the layer before a unit to sit terrain under it, or after to overlay.Example